ATCL06 Meadowbrook to Brightwater

Attacks by goblins, followed by bandits. Suzi Dubh joins the crew.
 
The date in Cerwyn calendar is 337 - Brth - Shrivetide - Avann (337 - 2 - 2 - 3 - 93). The winds are starting to abate, the weather cooled with heavier cloud cover. But the rains have stopped.
 
Before we set out, which wagons are the player characters riding on today?
  As the wagons roll out from Meadowbrook in the early dawn, the weather is already quite mixed. There is heavy cloud cover, and the gales have abated into just a strong breeze. The roads have dried considerably overnight, ensuring travel should be smoother. With the expected journey time, the wagons should reach Brightwater well before dusk. Spirits are high after a successful day of trading with the villagers the day before.   The road rises through the low hills east of the Sarpath range, offering impressive views over the landscape below. Only a few farms and hamlets dot the valley floor, with faint plumes of smoke rising from buildings here and there. Occasionally, the road passes by a farmhouse, where the occupants generously offer water for the horses and ponies.   By late morning, the road begins to descend into a small gulley. At the bottom, a river flows, and the wagons approach a wooden bridge. However, it quickly becomes apparent that a minor landslide has occurred, leaving the footings unstable. The wagons won't be able to cross safely in their current state.  
  Boris Thorne, ever the problem-solver, jumps down from his wagon and strides up to the bridge to inspect the damage.  
What are the player characters doing at this stage?
  With the wagons securely lined up along the roadside and the horses, ponies, and oxen contentedly grazing on the available feed, the wagon teams dismount to stretch their legs. A few of the drivers make their way down to investigate the situation.   Boris Thorne climbs back up the embankment, a pained grin on his face. "It's not as bad as I first thought, but it definitely needs some work to make it safe for all the vehicles to cross. If we try now and it gives way, we'll definitely be stuck."   Gregory Blackwood, the hobbit leathersmith, speaks up. "Do you have any idea how long it will take? It might be a good idea to take our lunch break now while we can."   Boris nods appreciatively. "I should be able to fix something up by then. Good suggestion, Gregory!" As he heads back to his wagon to gather tools and materials, Gregory calls out to the other teams, over the sound of the rushing river, that the wagons will be taking an early lunch break, much to the delight of the little hobbit.   The gulley seems like a very pleasant spot for a bit of lunch, secluded and with plenty of fresh water to supply the animals with. Meanwhile Gregory, with the help of his niece, get a small fire going on which they can brew some tea.  
What are the player characters doing at this stage?
  Captain Roland suggests they scout the area to ensure their safety. "Asus and Suilven, scout the far side of the river. Jasper and Lucas, you two check the wooded area on this bank. I'll head upstream," he instructs.  
Perception roll, both characters DC15 if successful, you see the Captain return.
  As you scout the opposite bank, you occasionally glimpse the bridge area where many others are wandering. Captain Roland has already returned with a bundle of firewood gathered along the riverbank. He tosses the wood onto the fire, sending up a plume of smoke. With an apologetic gesture, Roland raises his hands, but Gregory dismisses his concern with a wave and says something inaudible to you.   Any investigations you carry out will reveal only natural animal tracks, and the area appears safe. You might as well head back to the camp.   Back at camp, you are both offered a brew and some food. Captain Roland approaches when he notices your return. "All good?" he inquires.  
How do you respond? If you ask him about the fire.
  You ask him about the fire. He grins sheepishly and says "I'm a dumb ass. Should have realised that the wood would be damp from the river bank. Just thought I was helping out".   Roland continues, "I don't think I'm in Gregory's good books, so will just take a little wander." and he takes stroll out onto the bridge, which for pedestrians is perfectly fine. You watch him head out, prop himself up against the side of the bridge, obviously reflecting on the upset he'd caused Gregory.   Suddenly, from across the far side, somewhere amongst the trees, two arrows fly out. Straight toward Captain Roland. One flies harmlessly past and into the gulley, the other embeds itself in his right shoulder. He stumbles to the ground.  
Combat! Map!   In general, most take up defensive positions, since there are not many missile weapons available. Any effort to try and circle round behind the attackers may be successful.   How do the player characters deal with it.   Either they manage to fend off the attack, either by killing the attackers or chasing them off). They only have 5 arrows each, and they're shooting from a distance. If they spot anyone advancing, they will climb down from their trees and run off. They may be going for reinforcements. And this will be the 'knowledgable' guidance coming from Captain Roland, and he will encourage all to help Boris, and get the bridge mended and the caravans moving as quickly as possible.   5 Feralwood Goblins hp
  The party are under arrow attack from unknown source hiding up the trees on the far bank. The character suspicious that this may be the Gruff brothers trying to enact revenge.   Three more arrows fly out from the trees, indicating that there are more than 2 assailants. Another arrow hits Captain Roland (he's taken 7hp of damage from 2 arrows), and Asus calls on Boris Thorne who is now under the bridge to lead him to safety in the river gulley.   Suilven let's a bolt fly into the trees but hears no noise to indicate it reached a target, and in return an arrow skims his arm taking minor (1hp) damage. Asus runs across the bridge, dodging 2 arrows coming his way, and eventually makes it to the tree line, where he sees 2 goblins (small Feralwood Goblin) having climbed down from trees running off into the woods. Of the 3 closest, 2 are on the ground and preparing to fight with short swords, the remaining one is still climbing down.   The goblins are relatively small, only 3-4' in height, and not great in combat. They weren't expecting such a quick response to their attack, thus the split in the group.   With one swing from Asus's sword, the first goblin loses it's head, and with next it's cut in half. Suilven takes down the third, but the 2 escape.   Fixing the bridge becomes the primary concern once the goblins escape into the forest. With everyone's help, Boris, Fiona, and Lucas swiftly manage the repairs. Soon, everyone is back on the wagons, progressing quickly but cautiously for the next hour. In the distance, as the wagons move in and out of the protection of forested sections, you hear the rhythmic beating of drums, signaling an unknown message. As the afternoon progresses, the wagons climb up and down one hill after another, surrounded by thick forest on both sides. Gradually, the sound of the drums grows fainter until it eventually fades away.   Due to the extended time fixing the bridge, dusk is already setting when the wagons roll out of the forest. From the top of the hill, you can see Brightwater down in the valley below, promising another ale and a warm dinner. But you can see bad weather on the horizon and appoaching so better make haste down to the village.  
  Suddenly, there is shouting and yelling from all sides, front and back. Out of the shadows, and seemingly dropping from the branches of the trees that overhang the wagons at the back, bodies appear. Before you can gather yourself or prepare your weapons, daggers and swords are at throats, and arrows are pointed at heads from point-blank range.   You're not sure how many there are, but you notice a leader of sorts barking orders to the merchants and travelers. Some of the more vulnerable members of your group are in critical danger, with blades held to their necks.   "Get off your wagons, and put your coin and jewels on the dirt! Don't try anything, or your friends will be slit, and I don't like blood getting on my coin."   All of a sudden, there is a muffled scream and a pleading wail from Miriam Bell. Her young daughter, Hannah, is obviously one of those most at risk.  
  "Wait! Wait! Please, good sir, we won't cause you any trouble. You can take what you must, but please don't hurt the child," Captain Roland tries to calm the situation, using all his military negotiation experience. A female bandit close to the leader spins around and points her crossbow directly at the Captain.   "Back off, soldier boy!" she yells, and Captain Roland immediately steps back, holding his hands up quickly to show he is not armed. "Easy now," Roland interjects with a smile, "Let's not get too hasty, and please, would you mind just taking your finger off the trigger?"   The other merchants are either numb to the situation or climbing down from their wagons, and you can hear coin purses being untied from belts and placed on the ground.   The moment is once again interrupted by the leader. "Well, well, you are a pretty one. Come down here so I can see you better." You can hear Miriam in tears pleading with the assailant, "Please, no, please leave her," but her begging is cut short.   Hannah climbs down. "You are so pretty. I think I've found myself a little jewel." Several other bandits laugh aloud, congratulating their leader. Miriam tries to break free, her cries once more muffled.   Captain Roland tries to distract the leader, "Come now everyone, let's get those purses on the ground. Quick now. See, we're doing exactly as you ask. Quick everyone, please, and all your jewelry off as well. Let's not give Dorian any reason to turn nasty."   "Coin, jewelry, and this girl," the leader announces, grabbing Hannah by her dress and ripping it open. Hannah shields herself, but he has a hold of her. "She's going to work for me!" Again, there is laughter from many of the bandits.   But then, all of a sudden, the woman holding the crossbow throws out a low, aggressive growl. "Don't... do... it, ... Dorian!"   "What?" Still holding onto Hannah, he turns to the woman. "Ha ha! What's this?"   "You took me, you took Lana, and you took Ravenna! But you're not taking this little girl!" She lifts her crossbow to point directly at the leader's head. You hear the sound of two more women in the bandit party making similar, though less demanding, pleas to Dorian. "Just leave the girl, Dorian. We've got the money and the jewels."   The rest of the bandits, who were picking up the purses and jewelry, stop what they're doing and all watch in shock.   The leader, Dorian, dragging Hannah with him and wearing a broad grin, walks up to the woman until his forehead is almost on the end of the bolt. "I'm going to take this girl, whether you like it or not! Do you really think you have the guts to stop me? Go on, pull the trigger, Suzi!"  
What do you do, Suzi?
 
Combat

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